//
// Created by Ge on 2024/3/5.
//
#include "include/AngleCube.h"
#include "include/ShareLoader.h"
#include <GLES2/gl2.h>
#include "include/glm/glm.hpp"
#include "include/glm/gtc/matrix_transform.hpp"
#include "include/glm/gtc/type_ptr.hpp"
#include "include/LogUts.h"

/*void AngleCube::draw(float angle) {
    init();
    //LOGD("radio:%02f",radio);
    GLuint vMatrixLoc = glGetUniformLocation(programID, "vMatrix");
    glUniformMatrix4fv(vMatrixLoc, 1, GL_FALSE, glm::value_ptr(mvp));

    GLuint vPositionLoc = glGetAttribLocation(programID, "vPosition");
    glEnableVertexAttribArray(vPositionLoc);
    glVertexAttribPointer(vPositionLoc, 3, GL_FLOAT, GL_FALSE, 3 * 4, vertices);

    GLuint aColorLoc = glGetAttribLocation(programID, "aColor");
    glEnableVertexAttribArray(aColorLoc);
    glVertexAttribPointer(aColorLoc, 4, GL_FLOAT, GL_FALSE, 4 * 4, colors);

    // 绘制正方体
    glDrawElements(GL_TRIANGLES, 24, GL_UNSIGNED_SHORT, indices);
    glDisableVertexAttribArray(vPositionLoc);

}*/
